S3302.cs 3.9 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using GameLogic.Combat.Buff;
  5. using GameLogic.Combat.CombatTool;
  6. using UnityEngine;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.Skill.MagicSkill
  9. {
  10. /// <summary>
  11. /// 一盏明灯围绕玩家,{0}秒内抵消所有负面效果,每{1}秒触发1次。
  12. /// </summary>
  13. public class S3302 : MagicSkillBasic
  14. {
  15. private CombatHeroEntity target;
  16. private bool isUpdate = false;
  17. private float _currTime;
  18. private float _jiaoDu;
  19. private Vector3 _dir;
  20. private Transform root;
  21. private float _lasetAddTime = -255;
  22. private int _AddCount;
  23. protected override void ProMagicUseSkill()
  24. {
  25. TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic = ActivationTimeLineData("sk1_xiaoshi");
  26. timeLineEventLogicGroupBasic.TimeLineUpdateEnd = delegate()
  27. {
  28. root = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject.transform;
  29. _dir = Vector3.forward * 3;
  30. Vector3 d = root.rotation * _dir;
  31. CombatHeroEntity.GameObject.transform.position = d + root.position;
  32. TimeLineEventLogicGroupBasic sk1_show = ActivationTimeLineData("sk1_show");
  33. sk1_show.TimeLineUpdateEnd = ShowFinish;
  34. };
  35. CombatEventManager.Instance.AddEventListener(CombatEventType.StartAddBuff, StartAddBuff);
  36. }
  37. private void StartAddBuff(IEventData eventData)
  38. {
  39. StartAddBuffEventData startAddBuffEventData = eventData as StartAddBuffEventData;
  40. if (startAddBuffEventData.target == CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity)
  41. {
  42. BuffInfo buffInfo = startAddBuffEventData.BuffInfo;
  43. if (buffInfo.BuffConfig.buffType != 2)
  44. {
  45. return;
  46. }
  47. float t = CombatController.currActiveCombat.combatTime;
  48. float v = t - _lasetAddTime;
  49. if (v < effectValue[1] && _AddCount >= 1)
  50. {
  51. return;
  52. }
  53. if (v > effectValue[1])
  54. {
  55. _lasetAddTime = t;
  56. _AddCount = 0;
  57. }
  58. _AddCount++;
  59. startAddBuffEventData.isNotAddBuff = true;
  60. }
  61. }
  62. private void ShowFinish()
  63. {
  64. isUpdate = true;
  65. _currTime = 0;
  66. }
  67. protected override void MagicSkillUpdate(float time)
  68. {
  69. if (!isUpdate)
  70. {
  71. return;
  72. }
  73. _currTime += time;
  74. if (_currTime >= SelfSkillConfig.effectValue[0])
  75. {
  76. SkillPlayFinish();
  77. isUpdate = false;
  78. return;
  79. }
  80. _jiaoDu += 360 * time * 0.5f;
  81. Quaternion quaternionY = Quaternion.Euler(0, _jiaoDu, 0);
  82. Vector3 d = root.rotation * quaternionY * _dir;
  83. CombatHeroEntity.GameObject.transform.position = d + root.position;
  84. }
  85. protected override void ProBreakMagicSkill()
  86. {
  87. SkillPlayFinish();
  88. isUpdate = false;
  89. }
  90. protected override void ProSkillPlayFinish()
  91. {
  92. CombatEventManager.Instance.RemoveEventListener(CombatEventType.StartAddBuff, StartAddBuff);
  93. }
  94. protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
  95. TimeLineEventLogicBasic timeLineEventLogicBasic)
  96. {
  97. ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
  98. lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
  99. return lifetCycleHitPoints;
  100. }
  101. }
  102. }